Since its release last week, many gamers have described Infinity Blade as feeling like a Kinect game for the iPhone. When I first played it, I summarized it as “A Kinect game, but not shit.” Turns out that such a description isn’t too far off the mark — Infinity Blade was originally imagined as a Kinect title.
Chair co-founder Donald Mustard described how his studio first imagined the game: “We always have some cool ideas on deck, and kind of the inception of Infinity Blade began as a discussion around: ‘If we were going to make a Kinect title, what would we make? What would a Chair Kinect game look like?’
“That discussion happened, you know, a year and a half ago. We had this really cool design, and it’s not that dissimilar from the game you’re playing today; it’s just been refined and adapted to the iOS screen, which honestly I think is where the design works the best.”
Being practically on-rails and based around gesture controls, Infinity Blade has the Kinect design down pat. I agree with Mustard though — not only is it more impressive on iOS, I think a touch-screen easily trumps motion control for a game like this.